Files
wwdpublic/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
Timfa e3cc62ef8c Contractors V1 (#2030)
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->

Contractors v1 is the first version of a system that will allow you to
set a nationality and an employer to your character. Initially, this
will determine the availability of some loadout items, jobs and traits,
but this is built to expand upon later.

As of this moment, the PR will let you select a nationality, an employer
and a lifepath. Nationalities give you a language and a passport, while
the other two don't do a lot yet. (except Command can only be NanoTrasen
and most other jobs can't be unemployed)

The passport functions, and the CharacterRequirements do as well.

there's still a lot more that can be done--tying jobs to certain
employers, items or traits to nationalities or lifepaths, but the reason
I want to merge it before that's done is primarily so that I don't need
to be the sole person working on it anymore. The C# is done, the rest is
YAML, and we have a bunch of competent YAML warriors who will do great
stuff with this, no doubt.

---

# TODO

<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Create Nationality and Employer Prototype code
- [x] Create Nationality and Employer Character Requirements
- [x] Add both fields to the Character Creation menu
- [x] Create Nationality and Employer Prototypes
- [x] Create Nationality and Employer Prototypes YAML
- [x] Add requirements to a few jobs
- [ ] Add requirements to a few traits
- [ ] Add requirements to a few loadout items
- [x] create a passport item that can be opened and closed
- [x] Give each nationality a passport item valid for their species

---

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/9c44cf11-766b-4368-af69-8655048e992a)

https://github.com/user-attachments/assets/9e61aed8-2e07-4d44-89c7-595a170df8c7

</p>
</details>

---

# Changelog

<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

🆑
- add: Contractors. Be sure to edit your character to set an employer
and nationality!
- add: Nationality, Lifepath, and Employer have been added to character
creation. These don't currently do much except spawn a passport
containing information about where your character is from and who they
are, but they are fully integrated with Character Requirements, and by
extension can be used for and alongside Traits, Loadouts, Jobs,
Antagonists, etc.

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit c3b12c62ee3bd226b57022690d1b24cb7cf54e3f)
2025-03-29 17:52:53 +03:00

633 lines
26 KiB
C#

using System.IO;
using System.Linq;
using System.Numerics;
using Content.Shared._EE.Contractors.Prototypes;
using Content.Shared._White.Humanoid.Prototypes;
using Content.Shared._White.TTS;
using Content.Shared.Decals;
using Content.Shared.Examine;
using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared._Shitmed.Humanoid.Events; // Shitmed Change
using Content.Shared.IdentityManagement;
using Content.Shared.Preferences;
using Content.Shared.HeightAdjust;
using Microsoft.Extensions.Configuration;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects.Components.Localization;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Content.Shared.Shadowkin;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Shared.Humanoid;
/// <summary>
/// HumanoidSystem. Primarily deals with the appearance and visual data
/// of a humanoid entity. HumanoidVisualizer is what deals with actually
/// organizing the sprites and setting up the sprite component's layers.
///
/// This is a shared system, because while it is server authoritative,
/// you still need a local copy so that players can set up their
/// characters.
/// </summary>
public abstract class SharedHumanoidAppearanceSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[Dependency] private readonly ISerializationManager _serManager = default!;
[Dependency] private readonly HeightAdjustSystem _heightAdjust = default!;
[ValidatePrototypeId<SpeciesPrototype>]
public const string DefaultSpecies = "Human";
[ValidatePrototypeId<EmployerPrototype>]
public const string DefaultEmployer = "NanoTrasen";
[ValidatePrototypeId<NationalityPrototype>]
public const string DefaultNationality = "Bieselite";
[ValidatePrototypeId<LifepathPrototype>]
public const string DefaultLifepath = "Spacer";
// WD EDIT START
[ValidatePrototypeId<BodyTypePrototype>]
public const string DefaultBodyType = "HumanNormal";
public const string DefaultVoice = "Aidar";
public static readonly Dictionary<Sex, string> DefaultSexVoice = new()
{
{ Sex.Male, "Aidar" },
{ Sex.Female, "Kseniya" },
{ Sex.Unsexed, "Baya" },
};
// WD EDIT END
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HumanoidAppearanceComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<HumanoidAppearanceComponent, ExaminedEvent>(OnExamined);
}
public DataNode ToDataNode(HumanoidCharacterProfile profile)
{
var export = new HumanoidProfileExport
{
ForkId = _cfgManager.GetCVar(CVars.BuildForkId),
Profile = profile,
};
var dataNode = _serManager.WriteValue(export, alwaysWrite: true, notNullableOverride: true);
return dataNode;
}
public HumanoidCharacterProfile FromStream(Stream stream, ICommonSession session)
{
using var reader = new StreamReader(stream, EncodingHelpers.UTF8);
var yamlStream = new YamlStream();
yamlStream.Load(reader);
var root = yamlStream.Documents[0].RootNode;
var export = _serManager.Read<HumanoidProfileExport>(root.ToDataNode(), notNullableOverride: true);
// Add custom handling here for forks / version numbers if you care
var profile = export.Profile;
var collection = IoCManager.Instance;
profile.EnsureValid(session, collection!);
return profile;
}
private void OnInit(EntityUid uid, HumanoidAppearanceComponent humanoid, ComponentInit args)
{
if (string.IsNullOrEmpty(humanoid.Species) || _netManager.IsClient && !IsClientSide(uid))
return;
if (string.IsNullOrEmpty(humanoid.Initial)
|| !_proto.TryIndex(humanoid.Initial, out HumanoidProfilePrototype? startingSet))
{
LoadProfile(uid, HumanoidCharacterProfile.DefaultWithSpecies(humanoid.Species), humanoid);
return;
}
// Do this first, because profiles currently do not support custom base layers
foreach (var (layer, info) in startingSet.CustomBaseLayers)
humanoid.CustomBaseLayers.Add(layer, info);
LoadProfile(uid, startingSet.Profile, humanoid);
}
private void OnExamined(EntityUid uid, HumanoidAppearanceComponent component, ExaminedEvent args)
{
var identity = Identity.Entity(uid, EntityManager);
var species = GetSpeciesRepresentation(component.Species, component.CustomSpecieName).ToLower();
var age = GetAgeRepresentation(component.Species, component.Age);
if (HasComp<ShadowkinComponent>(uid))
{
var color = component.EyeColor.Name();
if (color != null)
age = Loc.GetString("identity-eye-shadowkin", ("color", color));
}
// WWDP EDIT
string locale = "humanoid-appearance-component-examine";
if (args.Examiner == args.Examined) // Use the selfaware locale when examining yourself
locale += "-selfaware";
args.PushText(Loc.GetString(locale, ("user", identity), ("age", age), ("species", species)), 100); // priority for examine
// WWDP EDIT END
if (component.DisplayPronouns != null)
args.PushText(Loc.GetString("humanoid-appearance-component-examine-pronouns", ("user", identity), ("pronouns", component.DisplayPronouns)));
}
/// <summary>
/// Toggles a humanoid's sprite layer visibility.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="layer">Layer to toggle visibility for</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetLayerVisibility(EntityUid uid,
HumanoidVisualLayers layer,
bool visible,
bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid, false))
return;
var dirty = false;
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
if (dirty)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the visibility for multiple layers at once on a humanoid's sprite.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="layers">An enumerable of all sprite layers that are going to have their visibility set</param>
/// <param name="visible">The visibility state of the layers given</param>
/// <param name="permanent">If this is a permanent change, or temporary. Permanent layers are stored in their own hash set.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetLayersVisibility(EntityUid uid, IEnumerable<HumanoidVisualLayers> layers, bool visible, bool permanent = false,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
var dirty = false;
foreach (var layer in layers)
SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
if (dirty)
Dirty(uid, humanoid);
}
protected virtual void SetLayerVisibility(
EntityUid uid,
HumanoidAppearanceComponent humanoid,
HumanoidVisualLayers layer,
bool visible,
bool permanent,
ref bool dirty)
{
if (visible)
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Remove(layer);
dirty |= humanoid.HiddenLayers.Remove(layer);
}
else
{
if (permanent)
dirty |= humanoid.PermanentlyHidden.Add(layer);
dirty |= humanoid.HiddenLayers.Add(layer);
}
}
/// <summary>
/// Set a humanoid mob's species. This will change their base sprites, as well as their current
/// set of markings to fit against the mob's new species.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="species">The species to set the mob to. Will return if the species prototype was invalid.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetSpecies(EntityUid uid, string species, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || !_proto.TryIndex<SpeciesPrototype>(species, out var prototype))
return;
humanoid.Species = species;
humanoid.MarkingSet.EnsureSpecies(species, humanoid.SkinColor, _markingManager);
var oldMarkings = humanoid.MarkingSet.GetForwardEnumerator().ToList();
humanoid.MarkingSet = new(oldMarkings, prototype.MarkingPoints, _markingManager, _proto);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the skin color of this humanoid mob. Will only affect base layers that are not custom,
/// custom base layers should use <see cref="SetBaseLayerColor"/> instead.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="skinColor">Skin color to set on the humanoid mob.</param>
/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
/// <param name="verify">Whether to verify the skin color can be set on this humanoid or not</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public virtual void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (!_proto.TryIndex<SpeciesPrototype>(humanoid.Species, out var species))
return;
if (verify && !SkinColor.VerifySkinColor(species.SkinColoration, skinColor))
skinColor = SkinColor.ValidSkinTone(species.SkinColoration, skinColor);
humanoid.SkinColor = skinColor;
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the base layer ID of this humanoid mob. A humanoid mob's 'base layer' is
/// the skin sprite that is applied to the mob's sprite upon appearance refresh.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="layer">The layer to target on this humanoid mob.</param>
/// <param name="id">The ID of the sprite to use. See <see cref="HumanoidSpeciesSpriteLayer"/>.</param>
/// <param name="sync">Whether to synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetBaseLayerId(EntityUid uid, HumanoidVisualLayers layer, string? id, bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Id = id };
else
humanoid.CustomBaseLayers[layer] = new(id);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Sets the color of this humanoid mob's base layer. See <see cref="SetBaseLayerId"/> for a
/// description of how base layers work.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="layer">The layer to target on this humanoid mob.</param>
/// <param name="color">The color to set this base layer to.</param>
public void SetBaseLayerColor(EntityUid uid, HumanoidVisualLayers layer, Color? color, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
if (humanoid.CustomBaseLayers.TryGetValue(layer, out var info))
humanoid.CustomBaseLayers[layer] = info with { Color = color };
else
humanoid.CustomBaseLayers[layer] = new(null, color);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Set a humanoid mob's sex. This will not change their gender.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="sex">The sex to set the mob to.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetSex(EntityUid uid, Sex sex, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || humanoid.Sex == sex)
return;
var oldSex = humanoid.Sex;
humanoid.Sex = sex;
humanoid.MarkingSet.EnsureSexes(sex, _markingManager);
RaiseLocalEvent(uid, new SexChangedEvent(oldSex, sex));
if (sync)
Dirty(uid, humanoid);
}
// WD EDIT START
/// <summary>
/// Set a humanoid mob's voice type.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="voiceId">The tts voice to set the mob to.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
// ReSharper disable once InconsistentNaming
public void SetTTSVoice(
EntityUid uid,
ProtoId<TTSVoicePrototype> voiceId,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!TryComp<TTSComponent>(uid, out var comp)
|| !Resolve(uid, ref humanoid))
return;
humanoid.Voice = voiceId;
comp.VoicePrototypeId = voiceId;
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Set a humanoid mob's body tupe. This will change their base sprites.
/// </summary>
/// <param name="uid">The humanoid mob's UID.</param>
/// <param name="bodyType">The body type to set the mob to. Will return if the body type prototype was invalid.</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetBodyType(
EntityUid uid,
ProtoId<BodyTypePrototype> bodyType,
bool sync = true,
HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
var speciesPrototype = _proto.Index<SpeciesPrototype>(humanoid.Species);
if (speciesPrototype.BodyTypes.Contains(bodyType))
humanoid.BodyType = bodyType;
else
humanoid.BodyType = speciesPrototype.BodyTypes.First();
if (sync)
Dirty(uid, humanoid);
}
// WD EDIT END
/// <summary>
/// Set the height of a humanoid mob
/// </summary>
/// <param name="uid">The humanoid mob's UID</param>
/// <param name="height">The height to set the mob to</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetHeight(EntityUid uid, float height, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || MathHelper.CloseTo(humanoid.Height, height, 0.001f))
return;
var species = _proto.Index(humanoid.Species);
humanoid.Height = Math.Clamp(height, species.MinHeight, species.MaxHeight);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Set the width of a humanoid mob
/// </summary>
/// <param name="uid">The humanoid mob's UID</param>
/// <param name="width">The width to set the mob to</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetWidth(EntityUid uid, float width, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid) || MathHelper.CloseTo(humanoid.Width, width, 0.001f))
return;
var species = _proto.Index(humanoid.Species);
humanoid.Width = Math.Clamp(width, species.MinWidth, species.MaxWidth);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Set the scale of a humanoid mob
/// </summary>
/// <param name="uid">The humanoid mob's UID</param>
/// <param name="scale">The scale to set the mob to</param>
/// <param name="sync">Whether to immediately synchronize this to the humanoid mob, or not</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void SetScale(EntityUid uid, Vector2 scale, bool sync = true, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
var species = _proto.Index(humanoid.Species);
humanoid.Height = Math.Clamp(scale.Y, species.MinHeight, species.MaxHeight);
humanoid.Width = Math.Clamp(scale.X, species.MinWidth, species.MaxWidth);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Loads a humanoid character profile directly onto this humanoid mob.
/// </summary>
/// <param name="uid">The mob's entity UID.</param>
/// <param name="profile">The character profile to load.</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid))
return;
SetSpecies(uid, profile.Species, false, humanoid);
SetSex(uid, profile.Sex, false, humanoid);
SetTTSVoice(uid, profile.Voice, false, humanoid); // WD EDIT
SetBodyType(uid, profile.BodyType, false, humanoid); // WD EDIT
humanoid.EyeColor = profile.Appearance.EyeColor;
var ev = new EyeColorInitEvent();
RaiseLocalEvent(uid, ref ev);
SetSkinColor(uid, profile.Appearance.SkinColor, false);
humanoid.MarkingSet.Clear();
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
var markingFColored = new Dictionary<Marking, MarkingPrototype>();
foreach (var marking in profile.Appearance.Markings)
{
if (_markingManager.TryGetMarking(marking, out var prototype))
{
if (!prototype.ForcedColoring)
AddMarking(uid, marking.MarkingId, marking.MarkingColors, false);
else
markingFColored.Add(marking, prototype);
}
}
// Hair/facial hair - this may eventually be deprecated.
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _proto)
? profile.Appearance.SkinColor.WithAlpha(hairAlpha) : profile.Appearance.HairColor;
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _proto)
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha) : profile.Appearance.FacialHairColor;
if (_markingManager.Markings.TryGetValue(profile.Appearance.HairStyleId, out var hairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, hairPrototype, _proto))
AddMarking(uid, profile.Appearance.HairStyleId, hairColor, false);
if (_markingManager.Markings.TryGetValue(profile.Appearance.FacialHairStyleId, out var facialHairPrototype) &&
_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHairPrototype, _proto))
AddMarking(uid, profile.Appearance.FacialHairStyleId, facialHairColor, false);
humanoid.MarkingSet.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _proto);
// Finally adding marking with forced colors
foreach (var (marking, prototype) in markingFColored)
{
var markingColors = MarkingColoring.GetMarkingLayerColors(
prototype,
profile.Appearance.SkinColor,
profile.Appearance.EyeColor,
humanoid.MarkingSet
);
AddMarking(uid, marking.MarkingId, markingColors, false);
}
EnsureDefaultMarkings(uid, humanoid);
humanoid.Gender = profile.Gender;
if (TryComp<GrammarComponent>(uid, out var grammar))
grammar.Gender = profile.Gender;
humanoid.DisplayPronouns = profile.DisplayPronouns;
humanoid.StationAiName = profile.StationAiName;
humanoid.CyborgName = profile.CyborgName;
humanoid.Age = profile.Age;
humanoid.CustomSpecieName = profile.Customspeciename;
var species = _proto.Index(humanoid.Species);
if (profile.Height <= 0 || profile.Width <= 0)
SetScale(uid, new Vector2(species.DefaultWidth, species.DefaultHeight), true, humanoid);
else
SetScale(uid, new Vector2(profile.Width, profile.Height), true, humanoid);
_heightAdjust.SetScale(uid, new Vector2(humanoid.Width, humanoid.Height));
humanoid.LastProfileLoaded = profile; // DeltaV - let paradox anomaly be cloned
Dirty(uid, humanoid);
RaiseLocalEvent(uid, new ProfileLoadFinishedEvent());
}
/// <summary>
/// Adds a marking to this humanoid.
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="marking">Marking ID to use</param>
/// <param name="color">Color to apply to all marking layers of this marking</param>
/// <param name="sync">Whether to immediately sync this marking or not</param>
/// <param name="forced">If this marking was forced (ignores marking points)</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void AddMarking(EntityUid uid, string marking, Color? color = null, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid)
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
return;
var markingObject = prototype.AsMarking();
markingObject.Forced = forced;
if (color != null)
{
for (var i = 0; i < prototype.Sprites.Count; i++)
{
markingObject.SetColor(i, color.Value);
}
}
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
if (sync)
Dirty(uid, humanoid);
}
private void EnsureDefaultMarkings(EntityUid uid, HumanoidAppearanceComponent? humanoid)
{
if (!Resolve(uid, ref humanoid))
return;
humanoid.MarkingSet.EnsureDefault(humanoid.SkinColor, humanoid.EyeColor, _markingManager);
}
/// <summary>
///
/// </summary>
/// <param name="uid">Humanoid mob's UID</param>
/// <param name="marking">Marking ID to use</param>
/// <param name="colors">Colors to apply against this marking's set of sprites.</param>
/// <param name="sync">Whether to immediately sync this marking or not</param>
/// <param name="forced">If this marking was forced (ignores marking points)</param>
/// <param name="humanoid">Humanoid component of the entity</param>
public void AddMarking(EntityUid uid, string marking, IReadOnlyList<Color> colors, bool sync = true, bool forced = false, HumanoidAppearanceComponent? humanoid = null)
{
if (!Resolve(uid, ref humanoid)
|| !_markingManager.Markings.TryGetValue(marking, out var prototype))
return;
var markingObject = new Marking(marking, colors);
markingObject.Forced = forced;
humanoid.MarkingSet.AddBack(prototype.MarkingCategory, markingObject);
if (sync)
Dirty(uid, humanoid);
}
/// <summary>
/// Takes ID of the species prototype, returns UI-friendly name of the species.
/// </summary>
public string GetSpeciesRepresentation(string speciesId, string? customespeciename)
{
if (!string.IsNullOrEmpty(customespeciename))
return Loc.GetString(customespeciename);
if (_proto.TryIndex<SpeciesPrototype>(speciesId, out var species))
return Loc.GetString(species.Name);
Log.Error("Tried to get representation of unknown species: {speciesId}");
return Loc.GetString("humanoid-appearance-component-unknown-species");
}
public string GetAgeRepresentation(string species, int age)
{
if (!_proto.TryIndex<SpeciesPrototype>(species, out var speciesPrototype))
{
Log.Error("Tried to get age representation of species that couldn't be indexed: " + species);
return Loc.GetString("identity-age-young");
}
if (age < speciesPrototype.YoungAge)
return Loc.GetString("identity-age-young");
if (age < speciesPrototype.OldAge)
return Loc.GetString("identity-age-middle-aged");
return Loc.GetString("identity-age-old");
}
}